Scott Christian
Hero
There is a player/DM side to this. I think you are right, most DMs don't want power creep in their players' characters. I think most players want it though.I disagree that gamers want power creep.
There is a player/DM side to this. I think you are right, most DMs don't want power creep in their players' characters. I think most players want it though.I disagree that gamers want power creep.
I think players want to do awesome stuff.There is a player/DM side to this. I think you are right, most DMs don't want power creep in their players' characters. I think most players want it though.
Like, face it, back when TSR folded, WotC was going to want to put out a new edition as new owners. That was bound to happen whether 2e was suffering power creep or not. Moreover, the rules bloat of 2e was arguably worse than the power creep. Also, game design had advanced a great deal since the 2e chassis had been rolled out, and WotC was far more in tune with design of the day than TSR had been.
Suggesting 2e -> 3e due to power creep is, at the very least, an oversimplification.
Further thoughts: I'm speculating that what players are really consuming when they play a game is novelty.
4e kept power creep at a minimum by making new releases offer new archetypes that did not stack on old archetypes.
AD&D 2nd Edition is an interesting case. And here, I'm going to focus on the part of 2e that comes before the Player Options era, and also before some of the late 'faux leather splatbook' era (I think everyone agrees that era having some very clear power creep).The two bolded things have historically been so closely joined as to be almost indistinguishable.
I dream of DM-side power creep.I think your arguments here are very cogent, I agree with the general thrust, but having read it over twice now, I don't see that you've actually substantiated the bolded point, except possibly by pointing out that it has happened historically. Can you summarize why the introduction of power creep is an inevitable process? Your analysis of what happens thereafter definitely seems to follow.
Also, I'm curious if it's possible to introduce DM side power creep. It seems to me if you've got a CR system, you absolutely could print the super kobold or goblorc at the same CR as a weaker monster.
I agree to some extent. You do only need the corebooks, but I'd prefer they be complex enough to provide a wide variety of options and mechanical representation for both players and GMs. If that means thick books, so be it.My biggest issue with 5E and 5.5E.
I would love for those who have never played old school B/X (and/or OSE) to try it's combat. Combat is fast and smooth.
Because its not all bloated with HP and powers and feats etc
And once you get passed level 1 (and assuming you have gained some magic armor by level 2) it's pretty survivable.
Add a few house rules to jack up survivability and its near perfect. Plays fast and its still D&D. You just dont have 40 different powers and abilities to keep track of.
And really, do you need all that to really enjoy D&D?
Edit: greatest lesson ive learned over almost 30 years of D&D is you only need the core books. Oh and simpler is better.
It also means those classes are more likely to fall behind.As the age of a D&D edition approaches infinity, the number of spells available approaches infinity
The only way to avoid power creep in D&D is to avoid having generalised features. That is: Any feature that belongs to a class belongs to that class only, and later books cannot add new features, only add new classes.
In that case the power creep potential is restricted to a choice made at character creation: Which class do I pick.
What happens in D&D is that some classes (not all) are designed around systems, and later books will release things that expand upon these systems. Spells, for example, is a system that later books add too, meaning that the more books are released the more spells are available an the greater is the risk of power creeps.
Some classes don't have their own systems are more unlikely to suffer from power creep.
Just thinking about 2e makes me smile.So, I agree that power creep is close to inevitable, due to market forces if nothing else. Customers will be excited by a new option that is just slightly better than current options, and therein comes your creep.
However, I am not on board with the idea that every edition gets killed specifically by power creep. There can be many factors that weigh in the business decision to put out a new edition - power creep may only be one, and not even a major one.
Like, face it, back when TSR folded, WotC was going to want to put out a new edition as new owners. That was bound to happen whether 2e was suffering power creep or not. Moreover, the rules bloat of 2e was arguably worse than the power creep. Also, game design had advanced a great deal since the 2e chassis had been rolled out, and WotC was far more in tune with design of the day than TSR had been.
Suggesting 2e -> 3e due to power creep is, at the very least, an oversimplification.
Which is to say, correlation does not imply causation (or post hoc ergo propter hoc, for you legal types).
I agree to some extent. You do only need the corebooks, but I'd prefer they be complex enough to provide a wide variety of options and mechanical representation for both players and GMs. If that means thick books, so be it.
Some people would rather have power creep than 4e. It's not to every D&D fan's taste.Doesn't 4e proof that power creep is not inevitable?
4e kept power creep at a minimum by making new releases offer new archetypes that did not stack on old archetypes.
Completely agree. The game is better off in the DIY sphere.Which then raises the bigger question of whether D&D is better served as a business or as an elaborate non-profit hobby.
Over its history I'd say business-driven decisions have rarely been good for the game itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.